Character Creation
The character creation system claims that it combines two methods of character generation; (1) a path-based random youth (hopefully one that does not include the possibility of death and (2) a point-based advancement system representing 'adult learning'. Although it does not acknowledge it as a third method, you also roll your starting attributes. The book suggests that the GM determine a starting nationality. At this point, there is nothing to suggest you could ever hope to play a T-800 or a Robocop - you're probably choosing between John McClane (Die Hard) or John Smith (Last Man Standing).

I'm being unfair. You could also aim for John Wick (John Wick), maybe
To generate your attributes, you roll 3d6, drop the lowest 8x, applying the attributes however you like. That shifts the average from 7 to 9 and gives you pretty close to having at least one 12. The example character gets an 11, 11, 10, 10, 9, 8, 7, 7. Randomly in this section it says that the default difficulty factor for a Characteristic Check is '5' (ie, you need to roll less than 5x your attribute on d100 to succeed).
I'm not the biggest fan of randomly generated attributes. I'm even less a fan of randomly generated backstory. You're allowed to just pick what happens to you, or you can roll. Rolling uses 2d6, but rather than adding them you look at each number so a '1' and a '3' is read as '13' and a '5' and a '2' is read as '52'. If you roll a 13 'you are abused and beaten by a member of your extended family (aunt, uncle, cousin, grandparent, etc). The abuse is so severe that the authorities are called in and the abuser is imprisoned. Gain an Enemy'. 52 is 'during your free time, you delve deeply into subjects more advanced than most children would attempt. Gain a level in Science.'
Hard to pass up getting a free +1 to one of your attributes, but if you prefer having been abused, I guess you can roll randomly.
Most of the random options apply to a single combination of die rolls; with 2d6 there are 36 permutations. Maybe that was too many to write, so 6 of those 36 are 'nothing interesting happens' and 6 are 'something interesting happens, so roll on a different table'.
The 'events' table is a 1d6. If you roll a 1 you get a physical trauma and get to skip to page 45. There you get to roll another d6. On a roll of 1 you are 'NEARLY killed'. You get to reduce one physical characteristic by 1d6 and two other physical characteristics by 2 each.
You get to roll twice on the youth table. Then you get to do the same thing on the 'teenage table'. There's no 'nothing happens' option, but there is a 'roll on the events table' that covers 6 of the 36 possibilities. Once again you have things like 'your parents die and you lose 1d6 Education' against options like 'your parents make you exercise, get +1 to an attribute of your choice'.
Even beyond some being bad and some being good, they're not even balanced if they do the same thing.
If you roll 6,4 (64) you get a +1 to Charisma. If you roll a 5,5 (55) you were part of a band and get a +2 to an attribute of your choice (including Charisma. You then roll to see how popular the band was, and if you roll a 6, you get ANOTHER +2 to Charisma and +20 to your reputation. Getting a +4 CHR and +20 REP sounds better than getting +1 Charisma.

If you don't roll a 6, you could have a bad experience.
The Teenage events table is the same as the Youth table, so you could have a childhood illness or physical trauma like 4 times before you go to College. IF you go to college. You have to succeed on an Intelligence Characteristic check to be accepted. If you're not accepted to college, you skip this step and start picking skills. Even if you go to college, you can fail. I don't want to read too much into the author's experience here, but it seems a little harsh.
Let's say you have the maximum starting Intelligence of 12. To succeed at a Difficulty Factor 5 check, you have to roll under 60. So you have a 40% chance of NOT being accepted to a college if you're MENSA qualified. If you do go to college, you need to succeed at another check to graduate (with a 'level 1 success' equating to graduating with honors). If you have a 10, you're basically looking at a coinflip to get in to college followed by a coinflip to graduate - so 25% chance.

Maybe we switched film genres and I didn't notice
You could repeat your band experience, I guess. Maybe launch your solo career. Pick up another +4 to CHR and +20 Reputation. (Obviously since you're capped at 12 for starting Charisma, you actually put the first +2 somewhere else, but point remains, being in a band is WAY BETTER than being abused by a relative).
After we've rolled (or chosen) our background, we get to start choosing skills. Deep sigh.
So you know how NOBODY likes Skill Accounting in 3.x? Well, this is like that, but probably worse.
You get 200 points to buy skills. Buying a skill at all costs 10 points. When you buy a skill, you get Skill Rank 1. If you want to improve a skill, it costs 5 points per level. I assume that means that raising it to 2 costs 10 more points (level 2 x 5), but maybe they mean that raising it to 2 costs 5 more points, so you could raise it to level 3 for 10 points (total of 20 points spent).
But there's another restriction.
Let's say a skill requires two different attributes, and one attribute is a 4 and one attribute is a 12. To determine your success you average those two (so you get a +8 for attributes on your skill check). But the HIGHER attribute caps your max Skill Ranks - you can only have a Skill rank 2 higher than your HIGHEST related attribute.
I'm guessing that buying the skill initially is 10 points, and then it is 5 points each time you raise it; so if I want a +10 skill it'll cost me 55 building points.
You'll notice that there is only two costs - 10 points and 5 points. You'll also notice that you could divide everything by 5 and the math would work out the same. It drives me FUCKING CRAZY when books do stupid shit like that.
Anyways, you can start as an older character if you like. If you do, you get more building points. Each age increase that takes you past age 30 requires you to make an Endurance check or take aging penalties. Every additional age increase ups the difficulty factor.
That's about it for the SELECTION of abilities. Following that you DERIVE ATTIBUTES.
This includes your carrying capacity. If you have a 12 (human maximum) you can carry 210 pounds for a number of minutes equal to your Endurance. If you carry it more more than that, you become exhausted.

It doesn't look like this game can handle Forrest Gump, action hero
Running/Swimming has a maximum amount of time based on your Endurance. If you have an Endurance of 12 (human maximum) you can run (or swim) at your fastest speed for 30 minutes. This section doesn't tell me what your fastest speed is, or how we figure that out, or how to put it into game terms (maybe later), but I know that people who win marathons maintain a speed of around 13mph for around 2 hours. Usain Bolt runs his 100 meters at about 23 mph with a peak speed of about 27 mph. I guess if he has an Endurance of 15 he could run that speed for 1 hour, so he could run an entire marathon... I'm going to flag this as a potential problem - these numbers should allow for 'real world humans' and possibly beyond - action heroes often seem to do things that we mere mortals couldn't hope to do!
On page 49 it tells me that Speed is based on your Perception + Dexterity. Turns out if you have the natural aptitude to drive, you also have the natural aptitude to get there fast on foot... If you have a 12 in both, you get a speed of '3'. If you have an average 7 in each attribute, you get a speed of 1. It looks like this is Initiative, and really doesn't plug in to how long you can run to figure out how far you can get. Now, maybe that shouldn't matter, because eventually we'll get to mechanics for 'chase scenes', so maybe knowing that Usain Bolt is fast isn't that important, anyway. But I am not impressed...
There's a similar chart that gives you a Damage Rank for unarmed fighting of A (the worst) to C (the best). Gotta say that I don't like it when '1' is the 'best' and 'A' is the 'worst'. Maybe someone just doesn't like letters.

F is for F*ck
There's a similar formula for Stamina - if you have superhuman Endurance and Willpower, you can stay up for 36 hours without becoming exhausted. Gotta say, there are some real-world examples of people in historical war situations that suggest those numbers are...restrictive.
Okay, now we're on page 50, having learned about all the things we need to do, and the book gives us 'Character Generation Sequence'. We've already done the first 12 steps (except for step 1, choosing a NAME in addition to our country of origin). The two steps that we haven't done yet (because this is the first we're hearing about them) is to give ourselves 3 Hero Points and 'Begin the Game'.
I should stop here, but the next section
Experience is only 1 page long, and that's followed by
Combat.
If you complete an adventure you get 500 XP. If the GM thinks you roleplayed well, you get +500XP. If you failed your mission you lose 375 XP (so definitely roleplay well when things go south). If you succeeded on your mission you get another +500XP. So good mission, success, good RP is 1500 XP. Good session, failure, good RP is maybe 675 XP.
But, you ask, why do I care about XP
at all?
So XP buys new skills. It costs 100 XP to buy a skill you don't have. That actually gives you Skill Rank 0. And you would think that if you didn't have a skill, you had Skill Rank 0 (and were subject to a -3 penalty when using the skill), because that's what the book told you like 30 pages ago. I GUESS that the difference is that you're still a Skill Rank 0, but you're not UNSKILLED, so you don't use the -3 anymore (but you don't get a SKILL BONUS). That seems needlessly confusing, especially since +1 is between +0.5% and +10% depending on how difficult the challenge is. But I guess we don't want to be UNREALISTIC that someone might shoot 5% better on average after they spend some time developing that skill....
Raising a skill costs the raise x30. This time it is explicitly the new value. So raising a skill from 5 to 6 costs 6 x 30 XP (180 XP total). Next session (but not this session) she could raise it to 7 by spending 7 x 30 = 210 XP. Again, not sure that I see any real reason that someone might not be able to get 20% better at driving, but that 10% is totally okay.
Raising a Characteristic is the new level x 150 (ie, raising a 10 to an 11 costs 1650 XP).

I plan to cry myself to sleep tonight
Well, that's a lot, and I gotta say, I'm disheartened by some of these choices. Like, I'm not going to go out and watch the
Fast and Furious franchise to see how quickly someone they bring into the 'family' goes from Driver's Ed to Tokyo Drift, but my gut says that probably people in these movies advance pretty quickly. Like, even
The Naked Gun has faster advancement with decent instruction!
I guess they're just not into that kind of action movie (to be fair, it's not on their list of Action Movies that inspire them). So let me be explicit - getting a +1 to a skill (say going from a 12 to a 13) means going up 5% on 'average Difficulty' - instead of rolling less than a 60 on d100%, you have to roll under a 65 on a d100%.
Even more damning, however, is that Action Heroes SUCCEED on difficult tasks, like, A LOT.
Player Characters are going to do many, many, things. If you have a 95% chance of success (practically guaranteed!) you're going to still fail about 1 in 20 times. If the cost of failure is DEATH, that's not actually good for a game. We like characters that are at least COMPETENT - but we expect our PCs to fail as often as they succeed? I understand that we need UNCERTAINTY to keep the emerging story engaging - there's no point in advancing to a foregone conclusion - but players want to be 'awesome action hero' like 'John Wick' and then we're demanding that they crash their car every week. Like, WT actual F?
Okay, enough for now. Let's tackle combat next time!